A simple OGL 4.0 GLSL shader program that shows the use of geometry shaders. The program is executed with a python script. To run the script, PyOpenGL and NumPy must be installed.
In this example, the entire geometry (a cylinder) is generated in the geometry shader.
geo.vert
#version 400
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inTangent;
out TVertexData
{
mat3 orientationMat;
} outData;
void main()
{
vec3 normal = normalize( inNormal );
vec3 tangent = normalize( inTangent );
vec3 binormal = cross( tangent, normal );
outData.orientationMat = mat3( normal, cross( binormal, normal ), binormal );
gl_Position = vec4( inPos, 1.0 );
}
geo.geo
#version 400
layout( invocations = 3 ) in;
layout( points ) in;
layout( triangle_strip, max_vertices = 72 ) out;
in TVertexData
{
mat3 orientationMat;
} inData[];
out TGeometryData
{
vec3 pos;
vec3 nv;
vec3 col;
} outData;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void NewVertex( in vec3 pt, in mat4 transMat )
{
vec4 viewPos = transMat * vec4( pt, 1.0 );
outData.pos = viewPos.xyz / viewPos.w;
gl_Position = u_projectionMat44 * viewPos;
EmitVertex();
}
const int circumferenceTile = 16;
void main()
{
vec4 origin = gl_in[0].gl_Position;
origin /= origin.w;
mat4 orintationMat = mat4( vec4( inData[0].orientationMat[0], 0.0 ),
vec4( inData[0].orientationMat[1], 0.0 ),
vec4( inData[0].orientationMat[2], 0.0 ),
origin );
mat4 modelViewMat = u_viewMat44 * u_modelMat44 * orintationMat;
mat3 normalMat = mat3( modelViewMat );
outData.col = vec3( 0.5, 0.7, 0.6 );
if ( gl_InvocationID == 0 ) // top of the cylinder
{
outData.nv = normalMat * vec3(0.0, 0.0, 1.0);
for ( int inx = 0; inx < circumferenceTile; inx += 2 )
{
float ang1 = 2.0 * 3.14159 * float(inx) / float(circumferenceTile);
float ang2 = 2.0 * 3.14159 * float(inx+1) / float(circumferenceTile);
vec2 actPt1 = vec2( sin(ang1), cos(ang1) );
vec2 actPt2 = vec2( sin(ang2), cos(ang2) );
NewVertex( vec3(actPt1.xy, 1.0), modelViewMat );
NewVertex( vec3(0.0, 0.0, 1.0), modelViewMat );
NewVertex( vec3(actPt2.xy, 1.0), modelViewMat );
}
NewVertex( vec3(0.0, 0.0, 1.0), modelViewMat );
NewVertex( vec3(0.0, 1.0, 1.0), modelViewMat );
EndPrimitive();
}
if ( gl_InvocationID == 1 ) // bottom of the cylinder
{
outData.nv = normalMat * vec3(0.0, 0.0, -1.0);
vec2 prevPt = vec2( 0.0, 1.0 );
for ( int inx = circumferenceTile; inx >= 0; inx -= 2 )
{
float ang1 = 2.0 * 3.14159 * float(inx) / float(circumferenceTile);
float ang2 = 2.0 * 3.14159 * float(inx-1) / float(circumferenceTile);
vec2 actPt1 = vec2( sin(ang1), cos(ang1) );
vec2 actPt2 = vec2( sin(ang2), cos(ang2) );
NewVertex( vec3(actPt1.xy, -1.0), modelViewMat );
NewVertex( vec3(0.0, 0.0, -1.0), modelViewMat );
NewVertex( vec3(actPt2.xy, -1.0), modelViewMat );
}
NewVertex( vec3(0.0, 0.0, -1.0), modelViewMat );
NewVertex( vec3(0.0, 1.0, -1.0), modelViewMat );
EndPrimitive();
}
if ( gl_InvocationID == 2 ) // hull of the cylinder
{
vec2 prevPt = vec2( 0.0, 1.0 );
for ( int inx = 1; inx <= circumferenceTile; ++ inx )
{
float ang = 2.0 * 3.14159 * float(inx) / float(circumferenceTile);
vec2 actPt = vec2( sin(ang), cos(ang) );
outData.nv = normalMat * vec3(prevPt, 0.0);
NewVertex( vec3(prevPt.xy, -1.0), modelViewMat );
outData.nv = normalMat * vec3(actPt, 0.0);
NewVertex( vec3(actPt.xy, -1.0), modelViewMat );
outData.nv = normalMat * vec3(prevPt, 0.0);
NewVertex( vec3(prevPt.xy, 1.0), modelViewMat );
outData.nv = normalMat * vec3(actPt, 0.0);
NewVertex( vec3(actPt.xy, 1.0), modelViewMat );
prevPt = actPt;
}
EndPrimitive();
}
}
geo.frag
#version 400
in TGeometryData
{
vec3 pos;
vec3 nv;
vec3 col;
} inData;
out vec4 fragColor;
uniform UB_material
{
float u_roughness;
float u_fresnel0;
vec4 u_specularTint;
};
struct TLightSource
{
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 dir;
};
uniform UB_lightSource
{
TLightSource u_lightSource;
};
float Fresnel_Schlick( float theta )
{
float m = clamp( 1.0 - theta, 0.0, 1.0 );
float m2 = m * m;
return m2 * m2 * m; // pow( m, 5.0 )
}
vec3 LightModel( vec3 esPt, vec3 esPtNV, vec3 col, vec4 specularTint, float roughness, float fresnel0 )
{
vec3 esVLight = normalize( -u_lightSource.dir.xyz );
vec3 esVEye = normalize( -esPt );
vec3 halfVector = normalize( esVEye + esVLight );
float HdotL = dot( halfVector, esVLight );
float NdotL = dot( esPtNV, esVLight );
float NdotV = dot( esPtNV, esVEye );
float NdotH = dot( esPtNV, halfVector );
float NdotH2 = NdotH * NdotH;
float NdotL_clamped = max( NdotL, 0.0 );
float NdotV_clamped = max( NdotV, 0.0 );
float m2 = roughness * roughness;
// Lambertian diffuse
float k_diffuse = NdotL_clamped;
// Schlick approximation
float fresnel = fresnel0 + ( 1.0 - fresnel0 ) * Fresnel_Schlick( HdotL );
// Beckmann distribution
float distribution = max( 0.0, exp( ( NdotH2 - 1.0 ) / ( m2 * NdotH2 ) ) / ( 3.14159265 * m2 * NdotH2 * NdotH2 ) );
// Torrance-Sparrow geometric term
float geometric_att = min( 1.0, min( 2.0 * NdotH * NdotV_clamped / HdotL, 2.0 * NdotH * NdotL_clamped / HdotL ) );
// Microfacet bidirectional reflectance distribution function
float k_specular = fresnel * distribution * geometric_att / ( 4.0 * NdotL_clamped * NdotV_clamped );
vec3 lightColor = col.rgb * u_lightSource.ambient.rgb +
max( 0.0, k_diffuse ) * col.rgb * u_lightSource.diffuse.rgb +
max( 0.0, k_specular ) * mix( col.rgb, specularTint.rgb, specularTint.a ) * u_lightSource.specular.rgb;
return lightColor;
}
void main()
{
vec3 lightCol = LightModel( inData.pos, inData.nv, inData.col, u_specularTint, u_roughness, u_fresnel0 );
fragColor = vec4( clamp( lightCol, 0.0, 1.0 ), 1.0 );
}
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys
sin120 = 0.8660254
rotateCamera = False
# draw event
def OnDraw():
dist = 3.0
currentTime = time()
comeraRotAng = CalcAng( currentTime, 10.0 )
wndW = glutGet(GLUT_WINDOW_WIDTH)
wndH = glutGet(GLUT_WINDOW_HEIGHT)
# set up projection matrix
prjMat = Perspective(90.0, wndW/wndH, 0.5, 100.0)
# set up view matrix
viewMat = np.matrix(np.identity(4), copy=False, dtype='float32')
viewMat = Translate( viewMat, np.array( [0.0, 0.0, -12.0] ) )
viewMat = RotateView( viewMat, [30.0, comeraRotAng if rotateCamera else 0.0, 0.0] )
# set up light source
lightSourceBuffer.BindDataFloat(b'u_lightSource.dir', TransformVec4([-0.1, 1.0, -5.0, 0.0], viewMat) )
# set up the model matrix
modelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
if not rotateCamera: modelMat = RotateY( modelMat, comeraRotAng )
modelMat = Scale( modelMat, np.repeat( 4, 3 ) )
#modelMat = Translate( modelMat, np.array( [0.0, 0.0, 1.0] ) )
#modelMat = RotateY( modelMat, CalcAng( currentTime, 20.0 ) )
modelMat = RotateX( modelMat, CalcAng( currentTime, 9.0 ) )
# set up attributes and shader program
glEnable( GL_DEPTH_TEST )
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
glUseProgram( shaderProgram )
glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
glUniformMatrix4fv( viewMatLocation, 1, GL_FALSE, viewMat )
lightSourceBuffer.BindToTarget()
# draw point
materialBuffer.BindToTarget()
glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, modelMat )
glBindVertexArray( pointVAObj )
glDrawArrays( GL_POINTS, 0, 1 )
glutSwapBuffers()
def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
pos = Fract( (currentTime - startTime) / intervall ) * 2.0
pos = pos if pos < 1.0 else (2.0-pos)
return range[0] + (range[1] - range[0]) * pos
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
with open( sourceFileName, 'r' ) as sourceFile:
sourceCode = sourceFile.read()
nameMap = { GL_VERTEX_SHADER: 'vertex', GL_GEOMETRY_SHADER: 'geometry', GL_FRAGMENT_SHADER: 'fragment' }
print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
print( sourceCode )
shaderObj = glCreateShader( shaderStage )
glShaderSource( shaderObj, sourceCode )
glCompileShader( shaderObj )
result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
if not (result):
print( glGetShaderInfoLog( shaderObj ) )
sys.exit()
return shaderObj
# link shader objects to shader program
def LinkProgram( shaderObjs ):
shaderProgram = glCreateProgram()
for shObj in shaderObjs:
glAttachShader( shaderProgram, shObj )
glLinkProgram( shaderProgram )
result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
if not (result):
print( 'link error:' )
print( glGetProgramInfoLog( shaderProgram ) )
sys.exit()
return shaderProgram
# create vertex array object
def CreateVAO( dataArrays ):
noOfBuffers = len(dataArrays)
buffers = glGenBuffers(noOfBuffers)
newVAObj = glGenVertexArrays( 1 )
glBindVertexArray( newVAObj )
for inx in range(0, noOfBuffers):
vertexSize, dataArr = dataArrays[inx]
arr = np.array( dataArr, dtype='float32' )
glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
glEnableVertexAttribArray( inx )
glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
return newVAObj
# representation of a uniform block
class UniformBlock:
def __init__(self, shaderProg, name):
self.shaderProg = shaderProg
self.name = name
def Link(self, bindingPoint):
self.bindingPoint = bindingPoint
self.noOfUniforms = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORMS)
self.maxUniformNameLen = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORM_MAX_LENGTH)
self.index = glGetUniformBlockIndex(self.shaderProg, self.name)
intData = np.zeros(1, dtype=int)
glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, intData)
self.count = intData[0]
self.indices = np.zeros(self.count, dtype=int)
glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, self.indices)
self.offsets = np.zeros(self.count, dtype=int)
glGetActiveUniformsiv(self.shaderProg, self.count, self.indices, GL_UNIFORM_OFFSET, self.offsets)
strLengthData = np.zeros(1, dtype=int)
arraysizeData = np.zeros(1, dtype=int)
typeData = np.zeros(1, dtype='uint32')
nameData = np.chararray(self.maxUniformNameLen+1)
self.namemap = {}
self.dataSize = 0
for inx in range(0, len(self.indices)):
glGetActiveUniform( self.shaderProg, self.indices[inx], self.maxUniformNameLen, strLengthData, arraysizeData, typeData, nameData.data )
name = nameData.tostring()[:strLengthData[0]]
self.namemap[name] = inx
self.dataSize = max(self.dataSize, self.offsets[inx] + arraysizeData * 16)
glUniformBlockBinding(self.shaderProg, self.index, self.bindingPoint)
print('\nuniform block %s size:%4d' % (self.name, self.dataSize))
for uName in self.namemap:
print( ' %-40s index:%2d offset:%4d' % (uName, self.indices[self.namemap[uName]], self.offsets [self.namemap[uName]]) )
# representation of a uniform block buffer
class UniformBlockBuffer:
def __init__(self, ub):
self.namemap = ub.namemap
self.offsets = ub.offsets
self.bindingPoint = ub.bindingPoint
self.object = glGenBuffers(1)
self.dataSize = ub.dataSize
glBindBuffer(GL_UNIFORM_BUFFER, self.object)
dataArray = np.zeros(self.dataSize//4, dtype='float32')
glBufferData(GL_UNIFORM_BUFFER, self.dataSize, dataArray, GL_DYNAMIC_DRAW)
def BindToTarget(self):
glBindBuffer(GL_UNIFORM_BUFFER, self.object)
glBindBufferBase(GL_UNIFORM_BUFFER, self.bindingPoint, self.object)
def BindDataFloat(self, name, dataArr):
glBindBuffer(GL_UNIFORM_BUFFER, self.object)
dataArray = np.array(dataArr, dtype='float32')
glBufferSubData(GL_UNIFORM_BUFFER, self.offsets[self.namemap[name]], len(dataArr)*4, dataArray)
def Translate(matA, trans):
matB = np.copy(matA)
for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i]
return matB
def Scale(matA, s):
matB = np.copy(matA)
for i0 in range(0, 3):
for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0]
return matB
def RotateHlp(matA, angDeg, a0, a1):
matB = np.copy(matA)
ang = math.radians(angDeg)
sinAng, cosAng = math.sin(ang), math.cos(ang)
for i in range(0, 4):
matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
return matB
def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])
def Multiply(matA, matB):
matC = np.copy(matA)
for i0 in range(0, 4):
for i1 in range(0, 4):
matC[i0,i1] = matB[i0,0] * matA[0,i1] + matB[i0,1] * matA[1,i1] + matB[i0,2] * matA[2,i1] + matB[i0,3] * matA [3,i1]
return matC
def ToMat33(mat44):
mat33 = np.matrix(np.identity(3), copy=False, dtype='float32')
for i0 in range(0, 3):
for i1 in range(0, 3): mat33[i0, i1] = mat44[i0, i1]
return mat33
def TransformVec4(vecA,mat44):
vecB = np.zeros(4, dtype='float32')
for i0 in range(0, 4):
vecB[i0] = vecA[0] * mat44[0,i0] + vecA[1] * mat44[1,i0] + vecA[2] * mat44[2,i0] + vecA[3] * mat44[3,i0]
return vecB
def Perspective(fov, aspectRatio, near, far):
fn, f_n = far + near, far - near
r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )
def AddToBuffer( buffer, data, count=1 ):
for inx_c in range(0, count):
for inx_s in range(0, len(data)): buffer.append( data[inx_s] )
# initialize glut
glutInit()
# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window')
glutDisplayFunc(OnDraw)
glutIdleFunc(OnDraw)
# define location vertex array opject
pointVAObj = CreateVAO( [ (3, [0.0, 0.0, 0.0] ), (3, [0.0, 0.0, -1.0]), (3, [1.0, 0.0, 0.0]) ] )
# load, compile and link shader
shaderProgram = LinkProgram( [
CompileShader( 'geo.vert', GL_VERTEX_SHADER ),
CompileShader( 'geo.geo', GL_GEOMETRY_SHADER ),
CompileShader( 'geo.frag', GL_FRAGMENT_SHADER )
] )
# get unifor locations
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
viewMatLocation = glGetUniformLocation(shaderProgram, "u_viewMat44")
modelMatLocation = glGetUniformLocation(shaderProgram, "u_modelMat44")
# linke uniform blocks
ubMaterial = UniformBlock(shaderProgram, "UB_material")
ubLightSource = UniformBlock(shaderProgram, "UB_lightSource")
ubMaterial.Link(1)
ubLightSource.Link(2)
# create uniform block buffers
lightSourceBuffer = UniformBlockBuffer(ubLightSource)
lightSourceBuffer.BindDataFloat(b'u_lightSource.ambient', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.diffuse', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.specular', [1.0, 1.0, 1.0, 1.0])
materialBuffer = UniformBlockBuffer(ubMaterial)
materialBuffer.BindDataFloat(b'u_roughness', [0.5])
materialBuffer.BindDataFloat(b'u_fresnel0', [0.2])
materialBuffer.BindDataFloat(b'u_specularTint',[1.0, 0.5, 0.5, 0.8])
# start main loop
startTime = time()
glutMainLoop()
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